What's Up Gears - Operation 5: Hollow Storm - PvE Overview

You know I get that questions don’t get answered and it’s annoying but I hate the spamming of the same question over and over. I think they need a better way to manage that. Someone to pluck the interesting questions and have it flagged for a list to be answered even if it’s that they have nothing to reply at this time. That way the person can stop spamming and having their friends spamming for them. I mean how can anyone keep up with that while doing a podcast?

Again I though Mr Shannon did a great job as usual and of plucking out questions he wanted to address.

The funny thing is they have that already. One guy was being called out to stop speaking Spanish and someone kept track of questions for Dana. Near the end they went through some questions that were asked during the stream. Guess what though. No uncomfortable questions. Just stuff like, idk, will Daily Hives be playable in custom and such.

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Yeah fair enough but there’s nothing to know your question has been flagged so you can stop. They also need to be more aggressive and time people out for asking pvp questions in a pve stream and vice versa. Or future content questions. Luckily I don’t do the job, I’d be far more aggressive with the question stupidity each week. :grin:

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This would be a really useful feature

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That’s another thing. What qualifies as future-content? I was being called out by one of their mods in a stream a few months ago for asking if/when the old Chrome Steels would return.
Imo this isn’t exactly future content, when the content in question was sold well over a year ago. And yes, I know CS isn’t exactly popular but I really like them and removing the Lootbox-gambling should be supported.

philosophical question there lol. Whatever they don’t wanna talk about?

One of the questions I asked on stream a few months ago was about Pahanu (this was after it was released) and Dana just said “we don’t talk about future content”, that was pretty much the last time I bothered asking them anything on stream because I know they’ll just ignore it.

Like seriously, are they ever going to actually fix the bastions? I asked Shannon a couple of months ago and he said and I quote:

Now I’m aware that a bunch of stuff is on this guys shoulders, but still incredibly disappointing to see such a significant bug still be in Horde 4 months after, and for the patch notes to not even mention it.

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Well for the first time ever since the start of Op3, we got an acknowledgement of the chainsaw reload flinch bug, and Michael said it was being worked on. You can tell he cares about this game very much and I have to give him a lot of credit, and am willing to give the changes he has put in place a real chance because I believe he has made them with the beat of intentions.

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Honestly… in my opinion the solution needs to be to just remove the flinch mechanic altogether, instead of the lancer being this suppressive type weapon that shuts team down it should be this fun execution style weapon like it was back in Gears 1/2. It wouldn’t have been an issue if they didn’t put chainsaw on RB but if they didn’t it would appear inconsistent with Lancer GL.

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Bastion bug is fixed in Op5, just looks like it missed the patch notes.

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Wasn’t expecting a response on a Sunday, do you ever rest? :joy:

Anyway happy to know that kamikaze bastions are behind us lol. :+1:

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Suicide Bastions as a variant is still a nice idea. just needs some proper explosion fx and presto, new flusher type enemy.

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More enemy varients to spice things up never hurts.

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Did they say anything about the re-up curve? 19-20 has taken me forever, feel for those that achievement chase. It feels hopeless at level 19 and I have boost still running.

I played with the guy again at the top of the horde leaderboards. 1708 masters finishes, 935 of which he’s done on Overload. He still has a long way to go to 50! I mean that’s crazy to not hit 50 for him. Even if you guess each run took him on average 1 1/2 prior to overload that’s over 100 days of game time! Not many of us get to spend 1/3 of the total time we are alive in a year running horde and that’s still no enough! :rofl:

I’m assuming he’s running boost.

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There were changes planned and they said they were on track for Op 5. Currently, based on what little hints were given, we might get them with the first TU that follows the Op 5 launch.

Looking at your map again, I’m actually thinking that 5 metres is less than is indicated on your map!

Paduk’s Intimidation card affects and spreads Fear to enemies within 5 metres of a headshot kill, and from my experience the effects seem to apply to a much smaller area than is indicated, So unless the card description is incorrect…

I mean, I’m guessing that most Gears are around 6 foot tall; and a person who is 6 feet tall would be 1.83 metres tall so we’re basically talking about the length of 2 and half persons (less than that even!)

Revised picture taking the other direction as 50m. Added 5m red circles, 10m yellow, and 15m cyan as reference. for comparison. This is probably more inline with @HerrKatzchens images. 10m would be better alot more apt than 5m. 15m would be good though. 5m is going to be very bad. 5m is about the length of one barrier - So if Kait is in cover at an opening and there is a set of “vertical” barriers, Kait has to wait until the enemy has walked though them a bit.
@TC_MichaelAOS

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I know I’m going to catch hell for this, but I actually think the bleed distance reduction on shotguns makes sense.

Don’t get me wrong. I love playing Kait and hitting bleed on an enemy with an Overkill from very far away, but it was a little OP for a shotgun. People were literally using the Overkill like a sniper weapon.

Shotguns in every single shooting game have short distance damage. It’s just the nature of the weapon. Knicking an enemy with a few pellets from 15-25m away and bleeding them doesn’t make logical sense.

Again, for the record… it sucks that I won’t be able to play Kait the same way that I’m used to. But I do feel like this is more in line with what a shotgun’s purpose is, which is semi-close combat.

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5m in this game might as well be melee range for all intents and purposes - closer than you want to be to enemies unless you’re a melee class, have no other option and/or are certain you can kill the enemy or take a hit before it kills you. And also renders the Overkill almost devoid of purpose because within 5m you can hardly miss any pellets even with the Gnasher so why would you need a lower damage output(relative to Gnasher bleed), more accurate shotgun?

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Somehow, I knew you’d be the first :grin:

Maybe 5m is too short, maybe not. All we have to go off of right now is these maps being produced by the community based on a comment from Michael in the dev stream about the length of a single map.

We are also banking on TC programming 5m to match our expectations of 5m, which may or may not happen, given their track record when it comes to updates.

Regardless, I still stand by my statement that bleeding with a shotgun, a notorious short-range weapon, from halfway across the map doesn’t make sense.

I know you’re probably exagerating the “half-way across the map” range of the Overkill, but the range is considerably less. :wink:

I couldn’t give you a precise answer as to the maximum range, but I reckon based on GCE’s map amove, the maximum range is around 15 metres, and even then the longer the range, the more damage drop-off there is. Anything outside of the range literally does no damage.

I think the key to Kait’s damage output, is Blood Resonance. First shot applies bleed, and follow-up shots do the damage. A reduction in Blood Resonance would have made sense. It’s up to 160% at the moment.